I am using quite a lot of sequencers for some camera movements and setpieces, and setting them up in Telltale-like way with interactivity.
However, when I go from sequencer A to Sequencer B, the last frame of sequencer A will give an irritating flicker, as if its not reading the camera animation anymore.
There will always be a one frameish of flickering between the sequencers this way.
If I add an float - node with 0.05 seconds in before “Set timer by Event”, I can hack my way through this bug:
This is not ideal way though, and I am wondering if I could have less bug-prone approach to this…?
I have tried to shorten the actual sequencer by 1 frame so that there is animation+camera data beyond the timeline, but it doesnt help.
Also, I cannot simply use Shot Tracks in the sequencer to line everything up there, as there is interactivity that is launched via blueprints, and the cameras dont go in fixed linear timeline.